コード例 #1
0
    // Use this for initialization
    void Start()
    {
        mRect      = new Rect[2];
        mRect [0]  = new Rect(-140, 0, 140, 80);
        mRect [1]  = new Rect(-110, 0, 110, 65);
        mVector    = new Vector3[3];
        mVector[0] = new Vector3(0.95f, 0.5f, 0);
        mVector[1] = new Vector3(0.9f, 0.3f, 0);
        mVector[2] = new Vector3(0.95f, 0.1f, 0);
        mUserPromptImageIterator = SingletonGameData.GetInstance().CreateUserPromptsIterator();
        if (mUserPromptImageIterator.HasNext())
        {
            mUserPromptsAttribute = (UserPromptsAttribute)mUserPromptImageIterator.Next();
        }
        mBarNum      = mUserPromptsAttribute.BarNumber;
        mFirstBarNum = mBarNum;
        mText        = mUserPromptsAttribute.Text;
        switch (mIndex)
        {
        case 1:
            guiTexture.texture = null;
            break;

        case 2:
            guiTexture.texture = mTexture1;
            break;

        case 3:
            guiTexture.texture = mTexture2;
            break;
        }
    }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        mInstance = this;

        int           i = 0;
        SongAttribute songAttr;
        IIterator     songsIter = SingletonGameData.GetInstance().CreateSongIterator();

        mCurrentSong_chorus           = new AudioClip[songsIter.Count];
        mArrayTextureSongChooseImages = new Texture[songsIter.Count];
        mArrayTextureSongWords        = new Texture[songsIter.Count];
        mStrSongName = new string[songsIter.Count];
        //加载音乐副歌、歌曲提示图片、歌曲文字图片
        for (i = 0; i < songsIter.Count; i++)
        {
            songAttr = songsIter.Next() as SongAttribute;
            mCurrentSong_chorus[i] = Resources.Load("Songs/" + songAttr.ProgName + "_chorus",
                                                    typeof(AudioClip)) as AudioClip;
            mArrayTextureSongChooseImages[i] = Resources.Load("Songs Image/" + songAttr.ProgName,
                                                              typeof(Texture)) as Texture;
            mArrayTextureSongWords[i] = Resources.Load("Songs Word/" + songAttr.ProgName,
                                                       typeof(Texture)) as Texture;
            mStrSongName[i] = songAttr.ProgName;
        }
    }
コード例 #3
0
 //通过迭代器读取评价数据
 void ReadEvaluationAttribute()
 {
     mEvaluateIterator = SingletonGameData.GetInstance().CreateEvaluateIterator();
     while (mEvaluateIterator.HasNext())
     {
         EvaluationAttribute mEvaluationAttribute = (EvaluationAttribute)mEvaluateIterator.Next();
         mListEvaluationAttribute.Add(mEvaluationAttribute);
     }
 }
コード例 #4
0
    // Use this for initialization
    void Start()
    {
        mInstance = this;
        //获取配置文件根节点
        XmlDocument doc = new XmlDocument();

        doc.LoadXml(Config.text);
        XmlElement rootElem = doc.DocumentElement;

        mRoot = (XmlNode)rootElem;
    }
コード例 #5
0
    //private DataBetweenScene dataBetweenScene;

    // Use this for initialization
    void Start()
    {
        int i = 0;

        StarArr[0] = star1;
        StarArr[1] = star2;
        StarArr[2] = star3;
        StarArr[3] = star4;
        StarArr[4] = star5;
        //dataBetweenScene=new DataBetweenScene();
        //仅在单独测试该场景时才满足
        if (DataBetweenScene.AverageScore < 0.01f)
        {
            mAverageScore = 79.0f;
        }
        else
        {
            mAverageScore = DataBetweenScene.AverageScore;
        }
        //mAverageScore=79;
        mTotalEvalScoreIterator = SingletonGameData.GetInstance().CreateTotalEvalScoreIterator();
        //TotalEvalScoreIterator
        while (mTotalEvalScoreIterator.HasNext())
        {
            mArrTotalEvalScore[i] = (int)mTotalEvalScoreIterator.Next();
            i++;
        }
        if (mAverageScore <= 100 && mAverageScore >= mArrTotalEvalScore[0])
        {
            mstars = 5;
        }
        else if (mAverageScore < mArrTotalEvalScore[0] && mAverageScore >= mArrTotalEvalScore[1])
        {
            mstars = 4;
        }
        else if (mAverageScore < mArrTotalEvalScore[1] && mAverageScore >= mArrTotalEvalScore[2])
        {
            mstars = 3;
        }
        else if (mAverageScore < mArrTotalEvalScore[2] && mAverageScore >= mArrTotalEvalScore[3])
        {
            mstars = 2;
        }
        else if (mAverageScore < mArrTotalEvalScore[3] && mAverageScore >= mArrTotalEvalScore[4])
        {
            mstars = 1;
        }
        else if (mAverageScore < mArrTotalEvalScore[4])
        {
            mstars = 0;
        }
    }
コード例 #6
0
    // Use this for initialization
    void Start()
    {
        //读取迭代器,确定比较分数
        IIterator scoreIter = SingletonGameData.GetInstance().CreateEachEvalScoreIterator();

        mLevelScore = new float[scoreIter.Count];
        for (int i = 0; i < scoreIter.Count; i++)
        {
            mLevelScore[i] = (int)scoreIter.Next();
        }
        //注册为观察者
        SingletonActionMatchManager.GetInstance().AddObserver(this);
    }
コード例 #7
0
    // Use this for initialization
    void Start()
    {
        mInstance    = this;
        mObservers   = new ArrayList();
        mBarIterator = SingletonGameData.GetInstance().CreateBarIterator();
        //mSongIterator = SingletonGameData.GetInstance ().CreateSongIterator ();
        mListSameBarsAttribute = new List <BarAttribute> ();
        while (mBarIterator.HasNext())
        {
            mListSameBarsAttribute.Add(mBarIterator.Next() as BarAttribute);
        }
        mCurrentBarType = mListSameBarsAttribute[mCurrentBar].BarType;
        mSameBarNumber  = mListSameBarsAttribute [mCurrentBar].SameBarsNumber;
        mListCount      = mListSameBarsAttribute.Count;

        mSongAttribute = SingletonGameData.GetInstance().GetCurrentSongAttribute();
        mBeatSeconds   = (float)60 / mSongAttribute.BPM;
    }
コード例 #8
0
    // Use this for initialization
    void Start()
    {
        //Resources.Load用法
        //http://docs.unity3d.com/ScriptReference/Resources.Load.html
        //http://blog.csdn.net/mxlcl0557/article/details/11195575

        mInstance = this;

        int       i = 0;
        IIterator userPromptsIter = SingletonGameData.GetInstance().CreateUserPromptsIterator();

        //加载音乐、用户提示图片和特效
        mCurrentSong = Resources.Load("Songs/" + DataBetweenScene.SongName, typeof(AudioClip)) as AudioClip;
        mArrayTextureUserPromptImages = new Texture[userPromptsIter.Count];
        for (i = 0; i < userPromptsIter.Count; i++)
        {
            mArrayTextureUserPromptImages[i] = Resources.Load("User Prompt Images/" + DataBetweenScene.SongName + "/" + i.ToString(), typeof(Texture)) as Texture;
        }

        //加载特效
        EffectAttribute effectAttribute;
        IIterator       effectsIterator = SingletonGameData.GetInstance().CreateEffectIterator();

        mArrayEffects = new GameObject[effectsIterator.Count];
        while (effectsIterator.HasNext())
        {
            effectAttribute = (effectsIterator.Next()) as EffectAttribute;
            i = effectAttribute.EffectId;
            if (mArrayEffects[i] == null)
            {
                mArrayEffects[i] = Resources.Load("Effect Prefabs/" + i.ToString(), typeof(GameObject)) as GameObject;
            }
        }


        //TODO: 场景和角色,当前各有一个,均在Song的属性中,第二版改为多个场景切换,角色排列多个
        //加载单个场景和单个角色
        mArrayScenes         = new GameObject[1];
        mArrayCharacters     = new GameObject[1];
        mArrayScenes[0]      = Instantiate(Resources.Load("Scene Prefabs/Scene 0", typeof(GameObject))) as GameObject;
        mArrayCharacters[0]  = Instantiate(Resources.Load("Character Prefabs/Character 0", typeof(GameObject))) as GameObject;
        mMainPlayerTransform = GameObject.FindWithTag("Standard Torso").transform;
    }
コード例 #9
0
    // Use this for initialization
    void Start()
    {
        //订阅主题SingletonBeatManager
        mEffectsManager = SingletonBeatManager.GetInstance();
        mEffectsManager.AddObserver(this);
        mEffectsIterator = SingletonGameData.GetInstance().CreateEffectIterator();
        //加载特效属性,并排序
        mArrayEffectAttribute = new EffectAttribute[mEffectsIterator.Count];

        while (mEffectsIterator.HasNext())
        {
            mArrayEffectAttribute[i] = (mEffectsIterator.Next()) as EffectAttribute;
            i++;
        }
        MySortClass mySortClass = new MySortClass();

        Array.Sort(mArrayEffectAttribute, mySortClass);

        /*foreach (EffectAttribute effects in mArrayEffectAttribute){
         *      print (effects.BarNum+"dd" );
         *      print (effects .Beat+"cc");
         * }*/
    }